Career Goal: Developing games for a company that is dedicated to quality and excellence in games.
Credited Titles:
Tigers of the Pacific 2 - 2012 - Android, iOS - 1.6+ million downloads
• Lead programmer, helped design game. Implemented all new gameplay mechanics, transformed a hardcoded engine to be mostly data-driven. Added features to give designers ability to script boss attack patterns, enemy spawning in levels, and all player ship and weapon stats via ini files. Added all new in-app purchase features and converted previously hardcoded text rendering to use platform internationalization, now can render game text for any platform in English, Simplified and Traditional Chinese.
Tigers of the Pacific - 2011 - Android, iOS - 150K downloads
• Assisted in partial programming and design. Implemented basic system for designers to specify when/where enemies spawn in levels. Added flight patterns that could be specified in ini. Reworked much of the menu system to make the menu flow clearer. Took over design responsibilities after designer left and was chiefly responsible for game balancing.
Auraball - 2011 - Android, iOS
• Worked as gameplay programmer. Originally developed for PS3/360/PC, Implemented 75% of the game mechanics for this game for the PS3 version. Helped to port this game from a PS3 engine to the mobile platforms. Implemented the touch interface by prototyping it on PC version of via mouse.
Dark Void - 2010 - PC/PS3/360 - MetaCritic Score: 59
• As level design intern, I worked closely with the design team and learned a good deal about Unreal Engine 3. Primarily worked to update cover point and pathing information for levels as they were updated from BSP to proxy geometry. Designed enemy pathing and enemy/player cover nodes for various levels in transition. Used Unreal Kismet to create fun and engaging combat through multiple game environments. Worked a little on building a single level of the game with BSP for a min-quest in the game.
Specialties:Gameplay programming using C/C++/C#, Scripting with Lua,XML, 2D Level Design, 3D BSP Level Design
Junior Programmer, Core Tech/Tools @ Tools programming From September 2014 to Present (1 year 2 months) Novato, CAProgrammer @ From September 2009 to September 2014 (5 years 1 month) Carlsbad, CaliforniaLevel Design Intern @ Assisted with updating old maps, laying out cover and pathing data for new maps, scripting combat scenarios, and creating rough levels in BSP, all using the Unreal Editor From May 2008 to July 2008 (3 months)
B.S. Real Time Interactive Simulation, game programming and design @ Digipen Institute of Technology From 2005 to 2009 B.A. Psychology, Psychology, math, computer science @ Point Loma Nazarene University From 2000 to 2005 Ben Johnson is skilled in: XML, Game Development, Level Design, Game Design, Video Games, Unreal Engine 3, PS3, Gameplay, Xbox 360, Perforce, Lua, Game Mechanics, Scripting, 3D, Programming, Gameplay Programming, Game Programming, Unreal Editor
Websites:
http://www.innovationtheorygames.com,
http://www.innovationtheorygames.com/Portfolio.html